/Engine/Source/Runtime/GeometryCore/Public/Generators/SweepGenerator.h
Shared logic for creating vertex buffers and triangulations across all sweep primitives Note: Does not set vertex positions or normals; a separate call must do that.
void ConstructMeshTopology ( const [FPolygon2d](API\Runtime\GeometryCore\FPolygon2d) & CrossSection, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > & UVSections, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > & NormalSections, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > & SharpNormalsAlongLength, bool bEvenlySpaceUVs, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector3d > & Path, int32 NumCrossSections, bool bLoop, const [ECapType](API\Runtime\GeometryCore\Generators\UE__Geometry__ECapType) Caps, FVector2f SectionsUVScale, FVector2f CapUVScale, FVector2f CapUVOffset, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > & CustomCrossSectionTexCoord, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > & CustomPathTexCoord )